public Water(List<Vector3> points, LevelInfo levelInfo, Sun aSun, GraphicsDevice graphics) { initialize(points, levelInfo); vd = new VertexDeclaration(graphics, VertexPositionColor.VertexElements); effect = new BasicEffect(graphics, null); sun = aSun; }
public NetLevelState(IStateManager manager, DroughtGame game, Level aLevel, bool isHost) : base(manager, game) { soundManager = game.getSoundManager(); networkManager = game.getNetworkManager(); hosting = isHost; input = DeviceInput.getInput(); sun = new Sun(new Vector3(0, -200, 200)); levelInfo = new LevelInfo(); levelInfo.initialise(aLevel); List<List<Vector3>> waterList = Water.findWater(levelInfo); waters = new Water[waterList.Count]; for (int i = 0; i < waters.Length; i++) waters[i] = new Water(waterList[i], levelInfo, sun, getGraphics()); aStar = new AStar(levelInfo); rain = new PlaneParticleEmitter(512, 256, new Vector3(256, 128, 200), new Vector3(0, 0, 0), new Vector3(3f, 0, -19f), Color.LightBlue.ToVector4(), 100000, 9); camera = new Camera(this, levelInfo, false); terrain = new Terrain(getGraphics(), getContentManager(), levelInfo, camera); soundManager.setListener(camera); modelLoader = new ModelLoader(getContentManager(), getGraphics()); skybox = new Skybox(camera, sun, modelLoader.getModel3D(modelType.Skybox)); lineTool = new LineTool(getGraphics()); loadContent(); initializeEntities(); foreach (MovableEntity entity in localEntities) soundManager.playSound(SoundHandle.Truck, entity); }
public virtual void render(GraphicsDevice graphics, Camera camera, Sun sun) { if (!isDead()) pathTool.render(camera.getViewMatrix(), camera.getProjectionMatrix()); if (selected) ringTool.render(camera.getViewMatrix(), camera.getProjectionMatrix()); graphics.RenderState.DepthBufferEnable = true; graphics.RenderState.AlphaBlendEnable = false; graphics.RenderState.AlphaTestEnable = false; Matrix[] transforms = new Matrix[model.Model.Bones.Count]; model.Model.CopyAbsoluteBoneTransformsTo(transforms); Matrix worldMatrix = Matrix.CreateScale(model.Scale) * orientation * Matrix.CreateTranslation(position); //"sink" the units a bit if they're dead, just to conceptually remove them from play if (isDead()) worldMatrix *= Matrix.CreateTranslation(new Vector3(0, 0, -0.5f)); int i = 0; foreach (ModelMesh mesh in model.Model.Meshes) { foreach (Effect currentEffect in mesh.Effects) { currentEffect.CurrentTechnique = model.Effect.Techniques["Textured"]; currentEffect.Parameters["xWorldViewProjection"].SetValue(transforms[mesh.ParentBone.Index] * worldMatrix * camera.getViewMatrix() * camera.getProjectionMatrix()); currentEffect.Parameters["xWorld"].SetValue(worldMatrix); currentEffect.Parameters["xTexture"].SetValue(model.Textures[i++]); currentEffect.Parameters["xEnableLighting"].SetValue(true); currentEffect.Parameters["xEnableNormals"].SetValue(true); currentEffect.Parameters["xLightPosition"].SetValue(sun.getPosition()); currentEffect.Parameters["xLightPower"].SetValue(sun.getPower()); currentEffect.Parameters["xGreyScale"].SetValue(isDead()); } mesh.Draw(); } }
public override void render(GraphicsDevice graphics, Camera camera, Sun sun) { base.render(graphics, camera, sun); if (IsSelected) attackRadiusTool.render(camera.getViewMatrix(), camera.getProjectionMatrix()); }
public Skybox(Camera camera, Sun sun, Model3D model) { this.camera = camera; this.sun = sun; this.model = model; }
public void render(Sun sun) { Matrix worldMatrix = Matrix.Identity; effect.CurrentTechnique = effect.Techniques["MultiTextured"]; effect.Parameters["xWaterTexture"].SetValue(waterTexture); effect.Parameters["xSandTexture"].SetValue(sandTexture); effect.Parameters["xStoneTexture"].SetValue(stoneTexture); effect.Parameters["xErrorTexture"].SetValue(errorTexture); effect.Parameters["xWorld"].SetValue(worldMatrix); effect.Parameters["xWorldViewProjection"].SetValue(worldMatrix * camera.getViewMatrix() * camera.getProjectionMatrix()); effect.Parameters["xEnableLighting"].SetValue(true); effect.Parameters["xLightPosition"].SetValue(sun.getPosition()); effect.Parameters["xLightPower"].SetValue(sun.getPower()); effect.Begin(); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Begin(); device.Vertices[0].SetSource(vb, 0, VertexMultiTextured.SizeInBytes); device.Indices = ib; device.VertexDeclaration = new VertexDeclaration(device, VertexMultiTextured.VertexElements); device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, height * width, 0, (width - 1) * (height - 1) * 2); //device.DrawUserIndexedPrimitives<VertexMultiTextured>(PrimitiveType.TriangleList, vertices, 0, vertices.Length, indices, 0, (width - 1) * (height - 1) * 2); pass.End(); } effect.End(); }
public LevelState(IStateManager manager, DroughtGame game, Level aLevel) : base(manager, game) { /* TEMP */ explosionParticles = new ExplosionParticleSystem(getContentManager(), getGraphics()); explosionSmokeParticles = new ExplosionSmokeParticleSystem(getContentManager(), getGraphics()); projectileTrailParticles = new ProjectileTrailParticleSystem(getContentManager(), getGraphics()); smokePlumeParticles = new SmokePlumeParticleSystem(getContentManager(), getGraphics()); fireParticles = new FireParticleSystem(getContentManager(), getGraphics()); projectileManager = new ProjectileManager(explosionParticles, explosionSmokeParticles, projectileTrailParticles); soundManager = game.getSoundManager(); input = DeviceInput.getInput(); sun = new Sun(new Vector3(0, -200, 200)); levelInfo = new LevelInfo(); levelInfo.initialise(aLevel); TextureMap textureMap = new TextureMap(aLevel); //List<List<Vector3>> waterList = Water.findWater(levelInfo); List<List<Vector3>> waterListPleh = textureMap.findWater(); //waters = new Water[waterList.Count]; waters = new Water[waterListPleh.Count]; Water[,] waterLocationTable = new Water[levelInfo.getWidth(), levelInfo.getHeight()]; for (int i = 0; i < waters.Length; i++) { //waters[i] = new Water(waterList[i], levelInfo, getGraphics()); waters[i] = new Water(waterListPleh[i], levelInfo, sun, getGraphics()); for (int j = 0; j < waterListPleh[i].Count; j++) { Vector3 p = waterListPleh[i][j]; waterLocationTable[(int)p.X, (int)p.Y] = waters[i]; } } levelInfo.setWaterPools(waterLocationTable); camera = new Camera(this, levelInfo, false); rain = new PlaneParticleEmitter(512, 256, new Vector3(256, 128, 200), new Vector3(0, 0, 0), new Vector3(3f, 0, -19f), Color.LightBlue.ToVector4(), 10000, 9); terrain = new Terrain(getGraphics(), getContentManager(), levelInfo, camera); modelLoader = new ModelLoader(getContentManager(), getGraphics()); skybox = new Skybox(camera, sun, modelLoader.getModel3D(modelType.Skybox)); lineTool = new LineTool(getGraphics()); aStar = new AStar(levelInfo); soundManager.setListener(camera); loadContent(); initializeEntities(); foreach (MovableEntity entity in entities) soundManager.playSound(SoundHandle.Truck, entity); }